Yaivenov
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Just a quick note for others using mechjeb and having trouble with RCS attitude control. Apparently it's something with the built in space capsule RCS thrusters. With them active Smart ASS goes nuts trying to find and hold an orientation, wasting huge quantities of propellant. However when I manually turned off the capsule thrusters and used some surface mounted thrusters everything went back to working normally. ETA: Also a general question: With the new star system mods being put out is RSS going to switch over to one of those methods instead of altering the Kerbol system (and being short a few planets and moons, Earth being called Kerbin, etc.).
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[WIP] [0.90] KerbalGalaxy 3.0 (Using StarSystems, PF:CE and RSS)
Yaivenov replied to Artyomka15's topic in KSP1 Mod Releases
Outstanding work. Do you think it will ever be compatible with RSS/RO? -
Having some trouble using the interstage adapter in RSS/RO. I've unlocked the tech nodes for 6m and 10m size scaling but the part still wont allow me to size it over 3m diameter. Is there an easy fix for this?
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Is there a fix for the bouncy water somewhere that I've missed? Seems that every splash down my craft sits there and keeps bobbing rapidly preventing me from recovering it.
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Very cool parts, just the sort of thing I was looking for. Perhaps a further refinement would see the gantries and umbilicals operating off a single unitary tower instead of each of them having its own? ETA: Anyone have any ideas on how to make the boarding gantry work with shrouded (inside a fairing) spacecraft? Maybe fairing sections with a hatch?
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
Yaivenov replied to medsouz's topic in KSP1 Mod Development
So a practical question, exactly how large of a universe can we effectively simulate without borking something important? I'm referring to the physical constraints of our stellar sandbox, not the amount of items we can put in it. Is modeling something that is several/a few dozen light years in size possible? -
A thought: What about a manual throttle limiter for reactors? There are times when I want a small fission reactor to run as long as possible, such as when it's just providing start up power for a fusion reactor or keeping an antimatter bottle charged. It'd be nice if we could adjust the "control rods" to keep the reactor at a permanent 30% output instead of letting it throttle up automatically.
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Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
Yaivenov replied to qfeys's topic in KSP1 Mod Releases
Is there any definitive word on whether this mod functions correctly when trying to control Interstellar's variable thrust engines? -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Yaivenov replied to ferram4's topic in KSP1 Mod Releases
Thank you both. This should help immensely. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Yaivenov replied to ferram4's topic in KSP1 Mod Releases
Sorry if it's a repeat question, but is there a fix for mechjeb's atmospheric drag delta-V calculations? After installing NEAR mechjeb keeps grossly underestimating the deceleration and thus borking my attempts at efficient aerobraking and aerocapture or even making accurate landings on atmospheric bodies. -
(WIP) (Big Images!) Genoyian Star System!
Yaivenov replied to uxuser's topic in KSP1 Mod Development
Does the stellar gas blow off from the star create a constant drag on spacecraft? -
Alright, I just tweaked the antimatter tanks and resource value. Set the resource value to 4800 in the resourcesnuclear config, and then change the "cost =" value (NOT the entryCost) to... 1.25m = 48020000 2.5m = 384040000 3.75m = 1296060000 Costs were simply derived from amount * resource cost + desired actual cost. The display price in the parts inventory is still skewed showing the above numbers but when I attach them to my vehicle their actual intended cost is computed into the total vehicle cost instead, which is 20k/40k/60k respectively. The change in the resource cost was a rounding to make the results easier to handle. I never used the microgram AM bottle so I didn't bother to tweak that. Someone else is welcome to if they like. P.S. Renaming the folding warp drives fixed my other bug earlier, it turns out that the 1.25m version was working because it already had a unique name compared to the other two sizes.
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Of course. I'm not a coder sadly, so it's just a concept I'm writing up. It encompasses aspects of starsystems, interstellar, remotetech, your blackhole bit and possibly others.
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This particular blackhole wormhole idea is intriguing, do you mind if I include it in a stellar exploration concept I'm working on?
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So I think I narrowed down my problem with the AM collectors. I launched a bunch of test vehicles with different configurations. It seems that when you have a collector nested with another part (like say, a small reactor and generator due to your space plane being size constricted) it borks whatever code. The AM collectors appear to be working, but no AM gets deposited. Alternately I've had radiators and/or reactors that were part clipped also ceased functioning seemingly randomly. Having the AM collect enmeshed in the Mk-2 space plane body did not seem to interfere with function, only when you had other active parts nested together with the collectors. I just added the technode line of code to their files pulled from the other warp engines. It's probably rather kludge but it seems to work for the time being. It would be outstanding if whatever issues were worked out and the folding drives were included in Interstellar. Basically a must-have if you want an FTL space plane that doesn't look like a guppy.
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63 centimeters is 0.63m, 63 decimeters is 6.3m. P.S. Go with the 1/10c value, might as well stay consistent to the current game physics.
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
Yaivenov replied to medsouz's topic in KSP1 Mod Development
That is not my experience. Typically the panels are producing 2-5% at Eeloo/Jool distances from the sun compared to their nominal Kerbin orbit output. In this instance while testing StarSystems the panels were putting out 95% of nominal at Eeloo/Jool with very little change despite huge solar altitude changes.